1,968 research outputs found

    3D video coding and transmission

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    The capture, transmission, and display of 3D content has gained a lot of attention in the last few years. 3D multimedia content is no longer con fined to cinema theatres but is being transmitted using stereoscopic video over satellite, shared on Blu-RayTMdisks, or sent over Internet technologies. Stereoscopic displays are needed at the receiving end and the viewer needs to wear special glasses to present the two versions of the video to the human vision system that then generates the 3D illusion. To be more e ffective and improve the immersive experience, more views are acquired from a larger number of cameras and presented on di fferent displays, such as autostereoscopic and light field displays. These multiple views, combined with depth data, also allow enhanced user experiences and new forms of interaction with the 3D content from virtual viewpoints. This type of audiovisual information is represented by a huge amount of data that needs to be compressed and transmitted over bandwidth-limited channels. Part of the COST Action IC1105 \3D Content Creation, Coding and Transmission over Future Media Networks" (3DConTourNet) focuses on this research challenge.peer-reviewe

    Proxy-guided Image-based Rendering for Mobile Devices

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    VR headsets and hand-held devices are not powerful enough to render complex scenes in real-time. A server can take on the rendering task, but network latency prohibits a good user experience. We present a new image-based rendering (IBR) architecture for masking the latency. It runs in real-time even on very weak mobile devices, supports modern game engine graphics, and maintains high visual quality even for large view displacements. We propose a novel server-side dual-view representation that leverages an optimally-placed extra view and depth peeling to provide the client with coverage for filling disocclusion holes. This representation is directly rendered in a novel wide-angle projection with favorable directional parameterization. A new client-side IBR algorithm uses a pre-transmitted level-of-detail proxy with an encaging simplification and depth-carving to maintain highly complex geometric detail. We demonstrate our approach with typical VR / mobile gaming applications running on mobile hardware. Our technique compares favorably to competing approaches according to perceptual and numerical comparisons

    Mobile graphics: SIGGRAPH Asia 2017 course

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    Peer ReviewedPostprint (published version

    Network streaming and compression for mixed reality tele-immersion

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor

    Interactive rendering of massive geometric models

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    Booklet2005-02Conference held in Pisa, ItalyTutorial notes, Eurographics Italy. Conference held in Pisa, Italy, February 17--18, CDROM Proceedings, February 200

    Low-latency compression of mocap data using learned spatial decorrelation transform

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    Due to the growing needs of human motion capture (mocap) in movie, video games, sports, etc., it is highly desired to compress mocap data for efficient storage and transmission. This paper presents two efficient frameworks for compressing human mocap data with low latency. The first framework processes the data in a frame-by-frame manner so that it is ideal for mocap data streaming and time critical applications. The second one is clip-based and provides a flexible tradeoff between latency and compression performance. Since mocap data exhibits some unique spatial characteristics, we propose a very effective transform, namely learned orthogonal transform (LOT), for reducing the spatial redundancy. The LOT problem is formulated as minimizing square error regularized by orthogonality and sparsity and solved via alternating iteration. We also adopt a predictive coding and temporal DCT for temporal decorrelation in the frame- and clip-based frameworks, respectively. Experimental results show that the proposed frameworks can produce higher compression performance at lower computational cost and latency than the state-of-the-art methods.Comment: 15 pages, 9 figure

    On the performance of broadcast algorithms in interconnection networks

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    Broadcast Communication is among the most primitive collective capabilities of any message passing network. Broadcast algorithms for the mesh have been widely reported in the literature. However, most existing algorithms have been studied within limited conditions, such as light traffic load and fixed network sizes. In other words, most of these algorithms have not been studied at different Quality of Service (QoS) levels. In contrast, this study examines the broadcast operation, taking into account the scalability, parallelism, a wide range of traffic loads through the propagation of broadcast messages. To the best of our knowledge, this study is the first to consider the issue of broadcast latency at both the network and node levels across different traffic loads. Results are shown from a comparative analysis confirming that the coded-path based broadcast algorithms exhibit superior performance characteristics over some existing algorithms

    Computational Aerodynamics on unstructed meshes

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    New 2D and 3D unstructured-grid based flow solvers have been developed for simulating steady compressible flows for aerodynamic applications. The codes employ the full compressible Euler/Navier-Stokes equations. The Spalart-Al Imaras one equation turbulence model is used to model turbulence effects of flows. The spatial discretisation has been obtained using a cell-centred finite volume scheme on unstructured-grids, consisting of triangles in 2D and of tetrahedral and prismatic elements in 3D. The temporal discretisation has been obtained with an explicit multistage Runge-Kutta scheme. An "inflation" mesh generation technique is introduced to effectively reduce the difficulty in generating highly stretched 2D/3D viscous grids in regions near solid surfaces. The explicit flow method is accelerated by the use of a multigrid method with consideration of the high grid aspect ratio in viscous flow simulations. A solution mesh adaptation technique is incorporated to improve the overall accuracy of the 2D inviscid and viscous flow solutions. The 3D flow solvers are parallelised in a MIMD fashion aimed at a PC cluster system to reduce the computing time for aerodynamic applications. The numerical methods are first applied to several 2D inviscid flow cases, including subsonic flow in a bump channel, transonic flow around a NACA0012 airfoil and transonic flow around the RAE 2822 airfoil to validate the numerical algorithms. The rest of the 2D case studies concentrate on viscous flow simulations including laminar/turbulent flow over a flat plate, transonic turbulent flow over the RAE 2822 airfoil, and low speed turbulent flows in a turbine cascade with massive separations. The results are compared to experimental data to assess the accuracy of the method. The over resolved problem with mesh adaptation on viscous flow simulations is addressed with a two phase mesh reconstruction procedure. The solution convergence rate with the aspect ratio adaptive multigrid method and the direct connectivity based multigrid is assessed in several viscous turbulent flow simulations. Several 3D test cases are presented to validate the numerical algorithms for solving Euler/Navier-Stokes equations. Inviscid flow around the M6 wing airfoil is simulated on the tetrahedron based 3D flow solver with an upwind scheme and spatial second order finite volume method. The efficiency of the multigrid for inviscid flow simulations is examined. The efficiency of the parallelised 3D flow solver and the PC cluster system is assessed with simulations of the same case with different partitioning schemes. The present parallelised 3D flow solvers on the PC cluster system show satisfactory parallel computing performance. Turbulent flows over a flat plate are simulated with the tetrahedron based and prismatic based flow solver to validate the viscous term treatment. Next, simulation of turbulent flow over the M6 wing is carried out with the parallelised 3D flow solvers to demonstrate the overall accuracy of the algorithms and the efficiency of the multigrid method. The results show very good agreement with experimental data. A highly stretched and well-formed computational grid near the solid wall and wake regions is generated with the "inflation" method. The aspect ratio adaptive multigrid displayed a good acceleration rate. Finally, low speed flow around the NREL Phase 11 Wind turbine is simulated and the results are compared to the experimental data
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